AbstractSkeletal animation with vertex blending is a popular method to model believable 3D characters. Its main advantage is its speed that allows real-time deformation even on low-level hardware. However it has some drawbacks as well: for some movements it produces non-natural postures like twisting elbows. We present a new method called bones blending that can be used as an alternative to vertex blending. Bones blending has a power to overcome the artifacts of vertex blending.
PublicationLadislav Kavan, Jiří Žára. Real-time Skin Deformation with Bones Blending. Winter School on Computer Graphics, 2003.
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AcknowledgementsThe 1st author was supported by the Czech Ministry of Education under project MSM 212300014, the 2nd author was supported by the European Union under project IST-2001-32184 and by the Czech Ministry of Education under project LN00B096. We would also like to thank to the CharacterFX development team for providing a character model and animation software. |